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[DPRG] embedded lua for robot computers

Subject: [DPRG] embedded lua for robot computers
From: Chris Jang cjang at ix.netcom.com
Date: Thu Apr 5 15:02:25 CDT 2007

I'm sorry I trimmed out most of your post. It's just that I do not
disagree. So I wish only to clarify a little bit.

>As I said, efficiency is multifaceted, and not easily
>identified, without explaining what is the standard you are
>measuring by.

Don't get the idea that I am clear in my conception. It's just that
space/time tradeoffs in data structures and algorithms is something
that always seems to return regardless of methodology or conceptual
framework. My experience is that linear time algorithms are often
not good enough.

I'm again thinking of computer games which often have a fast engine
rendering a large game universe. The classic example are some 3D
first person shooter games which represent the static universe in
a BSP tree. Computation of the potentially visible set is greatly
accelerated by this. Generating the BSP tree from a game universe
level takes a lot of work offline. It also eats up memory.

This is the kind of tradeoff I'm thinking of. But yes, the space
for time tradeoffs I can think of are mostly drawn from
look-up-tables, hashes, or tree structures. That's usually the way
to achieve big-O differences in speed.

I can't see how this will impact what I need to do. I'm just trying
to keep the eyes open in case it does.

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